As primarily a support unit, Performing Azura focuses on staying alive and maintaining acceptable combat potential. She shouldn't be picking too many fights outside of those where she possesses color advantage, so her IVs are geared towards survival and reliability.

Boons

+SPD: A boon in Speed could be useful for Azura for both its offensive and defensive properties, as it allows her to double slower enemies and prevent the same from faster enemies.

+RES: A boon in Resistance is especially prevalent when using a Distant Counter set, as it allows her to take on mages more reliably.

Neutral

HP: Azura's HP should stay neutral in order to aid her magical bulk.

ATK: Attack is always useful for a unit, and Performing Azura does expect to see some combat so lowering Attack will harm her killing potential.

Banes

-DEF: Defense is pretty much Azura's most disposable stat as by default she is already physically frail, and any additional increase does not increase her longevity by any significant amount.

The concept of the build is to leverage on Azura’s relatively high Resistance stat. This is done by using Distant Counter such that she will be able to take on blue mages and kill them on retaliation. For this build we shall keep Urðr to keep her utility as a dancer who can provide stat buffs.

The typical Wings of Mercy on Dancer works, as she will be able to rush to them when the ally is below 50% health. This is extremely useful as the allies who needs help the most are usually the lowest health ones. Alternatively, Escape Route is a good option as she could bait a single combat and activate the passive to provide global support.

The remaining skills are used to further hone Azura’s ability to take on Blue Mages. Atk Ploy allows Performing Azura to have an option to decrease the opponent’s Attack. Deflect Magic is specifically to deal with Reinhardt and OIwen if your team really struggles against them. Atk Ploy is also useful as a general utility skill for your team.

With Urðr's phenomenal stat buffs, this Azura build enables her to bait a blue mage on turn 1, and focus on supporting her allies after that, making her extremely useful throughout the fight.

Azura’s core skill set is rather competent as a blue duelist that focuses on supporting her allies. We can fill up her remaining skill slots to fill up her niche as a supportive combatant.

Dancers are mostly not expected to go on toe-to-toe with a combat unit of the same color, so using her base Triangle Adept makes a lot of sense to solidify her foundations against the blue units. As she rarely engages in combat, Moonbow is her preferred option though Glimmer can also be used due to Triangle Adept amplifying her Attack in order to one-shot low Defense blue targets. Keeping her default Luna is also a decent option.

The remaining skills are used to support her allies. Wings of Mercy and Escape Route provide immediate assistance when required and can give many combat buffs (Spurs and Drives) upon demand. As the buff effect of Urðr cannot stack with other Hones, it is better to leverage on in-combat buffs as those do stack. The choice of the C slot and Sacred Seal depends on your preference of team support.

This build can check blue mages by baiting and attacking afterward, but usually, dancers should not use their turn to attack an enemy most of the time. It is more ideal for another unit to do the attacking on the behalf of Azura in this case.

For those who do not rely on Azura’s buff effect, it is possible to drop her Legendary Axe to fuse the Triangle Adept effect into her weapon. This frees up the Passive A slot for a skill that could further increase her combat prowess. Other than that, the philosophy is very similar to the Fate’s Lullaby build above.

The main difference is the supportive skill selection. As her axe is replaced, she can use buff skills without overlapping with her axe effect. This means that Tactic, Hone and Fortifies are all option that are open for Performing Azura when Urðr is replaced. The C skill and Seal slot should be adjusted to buff whatever stat your team desires.

The remaining choices are the same; Moonbow or Glimmer to quickly resolve combat and Wings of Mercy or Escape Route are present for teleportation when required; although this Azura can fight Blue units well, she is still meant primarily to assist with Sing support.

Introduction

Azura is the first melee green refresher in Fire Emblem Heroes and also the first one to obtain a unique weapon. Similar to her non-seasonal counterpart, Performing Azura is a refresher who focuses more on offensive ability, making her an excellent duelist when combating those she has the Weapon Triangle advantage over. However, due to her being a refresher, she does sport a lower BST, which is a hindrance to her durability. Still, Azura boasts a unique weapon that tremendously buffs any unit that she dances. This makes her worth considering on almost any team, as she can fight, refresh, and buff units.

Strengths

Refresher

Sing allows another unit to act again, always a good thing to have. It grants the team tremendous flexibility in picking fights, since a unit can dive in to be refreshed back out to safety.

Urðr

Urðr is a fantastic support weapon that grants a +3 boost to all stats of the unit she refreshes. This becomes a huge boon to units with proper positioning/timing and becomes particularly effective on Blade tome users.

Good offensive stats

With a high base Attack and Speed stat for a dancer-class unit, she is a rather competent duelist and can dish out a respectable amount of damage. She may not be the best fighter, but she more than holds her ground against blue units and some neutral matchups.

Decent magical bulk

Her Resistance stat is another high point of her stat distribution. She will be able to take magical hits with the help of triangle advantages. However, do adjust your expectations as she is still a refresher and possesses lower BST.

Weaknesses

Low BST

As Sing is a very powerful ability, she is balanced by removing a good amount of her base stat total. Expectations in her combat abilities need to be adjusted as she does not have enough stat points to go around to excel in everything. Do expect Azura to only engage combat when she has the Triangle Advantage.

Low physical bulk

35 HP and 20 Defense is very little to work with in terms of physical bulk. It is very easy for Azura to get knocked out in a single hit so her Speed is rarely used defensively against non blue-units.

Team Options

As a Singer, P!Azura synergizes with the majority of the Heroes in FEH. However, some units do stand out.

Blade tome users: Units such as Nino, Linde, Bridal Tharja amoung many others are the most intuitive partners of Performing Azura. However, keep in mind that they only benefit from the buffs after being refreshed. With proper timing these units can deal explosive damage, freeing P!Azura's C slot for other support skills such as Drive Spd.

Enemy Phase: Bait-type units such as Ryoma, Nowi and Fjorm can use her buffs very effectively. They also form a solid front line for P!Azura, keeping her safe from dangerous threats that can pierce through her low defenses.

Counters

Any moderately bulky unit with high physical damage can easily shatter Azura . Furthermore, due to her dancer status, her stats are not up to snuff compared to many of the general combat units. As such, any unit that is not of a triangle disadvantage can be used to pit against this version of Azura.

Strong reds: Units such as Ayra, Zelgius, Winter Tharja, and Celica can all easily cut through Azura due to her meager bulk and Weapon Triangle disadvantage.

Physically bulky: Hector, Winter Chrom, Dorcas, and Myrrh are among many units that can easily mitigate Azura's damage output while dealing powerful blows in return.

User Submitted Builds

I think it is self explanatory. Buff others, destroy lance and blue tomes, teleport weak allies to let them attack or retreat, not die. The boon and bane I have are not optimal, it is just what I pulled

A solid build for an underrated unit. While keeping her signature sing ability, she also manages to reach decent combat levels of stats. This is further increased from Melon Crusher that grants +2 to all stats in either player or enemy phase so long as HP is 100%. Renewal 3 to keep Hp up for Melon Crusher. Throw in heavy support C and S skills.

Originally I ran Drive Spd and Drive Def seal as mixed buffer along with her refresh effect. But if you generally run an infantry team, Infantry rush is an amazing skill to run after you sing for an ally, they get the refresh stat boost which gets further enhanced by Infantry rush and Drive Def. So it makes running 3-4 turn cooldown specials that much easier to proc. Especially with dragons around that have that extra cooldown special from Lighting Breath + and run Steady Breath, it makes them that much more offensive in both the player and enemy phase if they are nearby or get sung for.

Another of my useful units is PA! Azura. Her ivs are +def, -hp which I don’t think are too bad. This is how I want to build my Azura.

For her weapon I would keep Uror. The fact that it buffs up all 4 stats to a unit who was used sing on is awesome.

For her assist skill obviously sing. It’s her selling point.

For her special I suppose moonbow is okay. Two cooldown is nice to have.

For her A skill I would keep triangle adept. It helps her tank Reinhardt. One of the most annoying units to fight in arena.

For the B skill I prefer the prefer wings of mercy. It allows her to warp towards a weakened ally. Very damn useful. Especially when you combine the fact that she can buff up stats when she uses sing. It is also especially useful on rival domains and grand conquest where the maps of that mode are huge.

For the C skill I prefer hone atk. Though I can sometimes switch to hone spd or her default drive res. I know hone atk ain’t going to stack with her weapon’s buffs but I still think it’s pretty good.

Overall I think I might enjoy this Azura. I’d say this version of Azura is better than the regular Azura. Mainly due to the fact that she can buff up stats when she uses sing due to Uror. Singers and dancers are always helpful in your team but not so much whenever you’re all about arena scoring.

One of the best, if not the best, Dancer in the game. Mine is allied with Nino.

Due to mine being -HP, I gave her an HP seal so she isnt always targeted.

I try not use her offensively, but if need be she has Triangle Adept to make sure she hits hard.
Wings of Mercy so she can perform next to an injured ally and get them out of there.
Hone Atk 3 allows her fellow performers to do their best, but if you need a budget then run her default Drive Res 2.